3364579f83
Change-Id: I904a491134d5e3b19de8b7c34dcde30f1fd2487e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/362037 Reviewed-by: Nathaniel Nifong <nifong@google.com>
535 lines
17 KiB
JavaScript
535 lines
17 KiB
JavaScript
/*
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* Add some helpers for matrices. This is ported from SkMatrix.cpp and others
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* to save complexity and overhead of going back and forth between C++ and JS layers.
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* I would have liked to use something like DOMMatrix, except it
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* isn't widely supported (would need polyfills) and it doesn't
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* have a mapPoints() function (which could maybe be tacked on here).
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* If DOMMatrix catches on, it would be worth re-considering this usage.
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*/
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CanvasKit.Matrix = {};
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function sdot() { // to be called with an even number of scalar args
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var acc = 0;
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for (var i=0; i < arguments.length-1; i+=2) {
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acc += arguments[i] * arguments[i+1];
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}
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return acc;
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}
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// Private general matrix functions used in both 3x3s and 4x4s.
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// Return a square identity matrix of size n.
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var identityN = function(n) {
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var size = n*n;
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var m = new Array(size);
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while(size--) {
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m[size] = size%(n+1) === 0 ? 1.0 : 0.0;
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}
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return m;
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};
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// Stride, a function for compactly representing several ways of copying an array into another.
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// Write vector `v` into matrix `m`. `m` is a matrix encoded as an array in row-major
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// order. Its width is passed as `width`. `v` is an array with length < (m.length/width).
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// An element of `v` is copied into `m` starting at `offset` and moving `colStride` cols right
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// each row.
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//
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// For example, a width of 4, offset of 3, and stride of -1 would put the vector here.
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// _ _ 0 _
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// _ 1 _ _
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// 2 _ _ _
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// _ _ _ 3
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//
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var stride = function(v, m, width, offset, colStride) {
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for (var i=0; i<v.length; i++) {
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m[i * width + // column
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(i * colStride + offset + width) % width // row
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] = v[i];
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}
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return m;
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};
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CanvasKit.Matrix.identity = function() {
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return identityN(3);
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};
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// Return the inverse (if it exists) of this matrix.
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// Otherwise, return null.
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CanvasKit.Matrix.invert = function(m) {
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// Find the determinant by the sarrus rule. https://en.wikipedia.org/wiki/Rule_of_Sarrus
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var det = m[0]*m[4]*m[8] + m[1]*m[5]*m[6] + m[2]*m[3]*m[7]
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- m[2]*m[4]*m[6] - m[1]*m[3]*m[8] - m[0]*m[5]*m[7];
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if (!det) {
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Debug('Warning, uninvertible matrix');
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return null;
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}
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// Return the inverse by the formula adj(m)/det.
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// adj (adjugate) of a 3x3 is the transpose of it's cofactor matrix.
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// a cofactor matrix is a matrix where each term is +-det(N) where matrix N is the 2x2 formed
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// by removing the row and column we're currently setting from the source.
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// the sign alternates in a checkerboard pattern with a `+` at the top left.
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// that's all been combined here into one expression.
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return [
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(m[4]*m[8] - m[5]*m[7])/det, (m[2]*m[7] - m[1]*m[8])/det, (m[1]*m[5] - m[2]*m[4])/det,
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(m[5]*m[6] - m[3]*m[8])/det, (m[0]*m[8] - m[2]*m[6])/det, (m[2]*m[3] - m[0]*m[5])/det,
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(m[3]*m[7] - m[4]*m[6])/det, (m[1]*m[6] - m[0]*m[7])/det, (m[0]*m[4] - m[1]*m[3])/det,
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];
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};
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// Maps the given points according to the passed in matrix.
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// Results are done in place.
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// See SkMatrix.h::mapPoints for the docs on the math.
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CanvasKit.Matrix.mapPoints = function(matrix, ptArr) {
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if (IsDebug && (ptArr.length % 2)) {
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throw 'mapPoints requires an even length arr';
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}
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for (var i = 0; i < ptArr.length; i+=2) {
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var x = ptArr[i], y = ptArr[i+1];
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// Gx+Hy+I
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var denom = matrix[6]*x + matrix[7]*y + matrix[8];
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// Ax+By+C
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var xTrans = matrix[0]*x + matrix[1]*y + matrix[2];
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// Dx+Ey+F
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var yTrans = matrix[3]*x + matrix[4]*y + matrix[5];
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ptArr[i] = xTrans/denom;
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ptArr[i+1] = yTrans/denom;
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}
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return ptArr;
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};
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function isnumber(val) { return !isNaN(val); }
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// generalized iterative algorithm for multiplying two matrices.
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function multiply(m1, m2, size) {
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if (IsDebug && (!m1.every(isnumber) || !m2.every(isnumber))) {
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throw 'Some members of matrices are NaN m1='+m1+', m2='+m2+'';
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}
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if (IsDebug && (m1.length !== m2.length)) {
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throw 'Undefined for matrices of different sizes. m1.length='+m1.length+', m2.length='+m2.length;
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}
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if (IsDebug && (size*size !== m1.length)) {
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throw 'Undefined for non-square matrices. array size was '+size;
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}
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var result = Array(m1.length);
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for (var r = 0; r < size; r++) {
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for (var c = 0; c < size; c++) {
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// accumulate a sum of m1[r,k]*m2[k, c]
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var acc = 0;
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for (var k = 0; k < size; k++) {
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acc += m1[size * r + k] * m2[size * k + c];
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}
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result[r * size + c] = acc;
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}
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}
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return result;
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}
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// Accept an integer indicating the size of the matrices being multiplied (3 for 3x3), and any
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// number of matrices following it.
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function multiplyMany(size, listOfMatrices) {
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if (IsDebug && (listOfMatrices.length < 2)) {
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throw 'multiplication expected two or more matrices';
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}
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var result = multiply(listOfMatrices[0], listOfMatrices[1], size);
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var next = 2;
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while (next < listOfMatrices.length) {
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result = multiply(result, listOfMatrices[next], size);
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next++;
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}
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return result;
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}
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// Accept any number 3x3 of matrices as arguments, multiply them together.
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// Matrix multiplication is associative but not commutative. the order of the arguments
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// matters, but it does not matter that this implementation multiplies them left to right.
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CanvasKit.Matrix.multiply = function() {
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return multiplyMany(3, arguments);
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};
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// Return a matrix representing a rotation by n radians.
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// px, py optionally say which point the rotation should be around
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// with the default being (0, 0);
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CanvasKit.Matrix.rotated = function(radians, px, py) {
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px = px || 0;
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py = py || 0;
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var sinV = Math.sin(radians);
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var cosV = Math.cos(radians);
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return [
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cosV, -sinV, sdot( sinV, py, 1 - cosV, px),
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sinV, cosV, sdot(-sinV, px, 1 - cosV, py),
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0, 0, 1,
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];
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};
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CanvasKit.Matrix.scaled = function(sx, sy, px, py) {
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px = px || 0;
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py = py || 0;
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var m = stride([sx, sy], identityN(3), 3, 0, 1);
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return stride([px-sx*px, py-sy*py], m, 3, 2, 0);
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};
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CanvasKit.Matrix.skewed = function(kx, ky, px, py) {
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px = px || 0;
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py = py || 0;
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var m = stride([kx, ky], identityN(3), 3, 1, -1);
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return stride([-kx*px, -ky*py], m, 3, 2, 0);
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};
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CanvasKit.Matrix.translated = function(dx, dy) {
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return stride(arguments, identityN(3), 3, 2, 0);
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};
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// Functions for manipulating vectors.
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// Loosely based off of SkV3 in SkM44.h but skia also has SkVec2 and Skv4. This combines them and
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// works on vectors of any length.
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CanvasKit.Vector = {};
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CanvasKit.Vector.dot = function(a, b) {
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if (IsDebug && (a.length !== b.length)) {
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throw 'Cannot perform dot product on arrays of different length ('+a.length+' vs '+b.length+')';
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}
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return a.map(function(v, i) { return v*b[i] }).reduce(function(acc, cur) { return acc + cur; });
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};
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CanvasKit.Vector.lengthSquared = function(v) {
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return CanvasKit.Vector.dot(v, v);
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};
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CanvasKit.Vector.length = function(v) {
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return Math.sqrt(CanvasKit.Vector.lengthSquared(v));
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};
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CanvasKit.Vector.mulScalar = function(v, s) {
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return v.map(function(i) { return i*s });
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};
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CanvasKit.Vector.add = function(a, b) {
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return a.map(function(v, i) { return v+b[i] });
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};
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CanvasKit.Vector.sub = function(a, b) {
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return a.map(function(v, i) { return v-b[i]; });
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};
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CanvasKit.Vector.dist = function(a, b) {
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return CanvasKit.Vector.length(CanvasKit.Vector.sub(a, b));
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};
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CanvasKit.Vector.normalize = function(v) {
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return CanvasKit.Vector.mulScalar(v, 1/CanvasKit.Vector.length(v));
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};
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CanvasKit.Vector.cross = function(a, b) {
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if (IsDebug && (a.length !== 3 || a.length !== 3)) {
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throw 'Cross product is only defined for 3-dimensional vectors (a.length='+a.length+', b.length='+b.length+')';
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}
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return [
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a[1]*b[2] - a[2]*b[1],
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a[2]*b[0] - a[0]*b[2],
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a[0]*b[1] - a[1]*b[0],
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];
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};
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// Functions for creating and manipulating (row-major) 4x4 matrices. Accepted in place of
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// SkM44 in canvas methods, for the same reasons as the 3x3 matrices above.
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// ported from C++ code in SkM44.cpp
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CanvasKit.M44 = {};
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// Create a 4x4 identity matrix
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CanvasKit.M44.identity = function() {
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return identityN(4);
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};
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// Anything named vec below is an array of length 3 representing a vector/point in 3D space.
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// Create a 4x4 matrix representing a translate by the provided 3-vec
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CanvasKit.M44.translated = function(vec) {
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return stride(vec, identityN(4), 4, 3, 0);
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};
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// Create a 4x4 matrix representing a scaling by the provided 3-vec
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CanvasKit.M44.scaled = function(vec) {
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return stride(vec, identityN(4), 4, 0, 1);
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};
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// Create a 4x4 matrix representing a rotation about the provided axis 3-vec.
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// axis does not need to be normalized.
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CanvasKit.M44.rotated = function(axisVec, radians) {
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return CanvasKit.M44.rotatedUnitSinCos(
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CanvasKit.Vector.normalize(axisVec), Math.sin(radians), Math.cos(radians));
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};
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// Create a 4x4 matrix representing a rotation about the provided normalized axis 3-vec.
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// Rotation is provided redundantly as both sin and cos values.
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// This rotate can be used when you already have the cosAngle and sinAngle values
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// so you don't have to atan(cos/sin) to call roatated() which expects an angle in radians.
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// this does no checking! Behavior for invalid sin or cos values or non-normalized axis vectors
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// is incorrect. Prefer rotated().
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CanvasKit.M44.rotatedUnitSinCos = function(axisVec, sinAngle, cosAngle) {
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var x = axisVec[0];
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var y = axisVec[1];
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var z = axisVec[2];
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var c = cosAngle;
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var s = sinAngle;
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var t = 1 - c;
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return [
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t*x*x + c, t*x*y - s*z, t*x*z + s*y, 0,
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t*x*y + s*z, t*y*y + c, t*y*z - s*x, 0,
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t*x*z - s*y, t*y*z + s*x, t*z*z + c, 0,
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0, 0, 0, 1
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];
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};
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// Create a 4x4 matrix representing a camera at eyeVec, pointed at centerVec.
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CanvasKit.M44.lookat = function(eyeVec, centerVec, upVec) {
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var f = CanvasKit.Vector.normalize(CanvasKit.Vector.sub(centerVec, eyeVec));
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var u = CanvasKit.Vector.normalize(upVec);
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var s = CanvasKit.Vector.normalize(CanvasKit.Vector.cross(f, u));
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var m = CanvasKit.M44.identity();
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// set each column's top three numbers
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stride(s, m, 4, 0, 0);
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stride(CanvasKit.Vector.cross(s, f), m, 4, 1, 0);
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stride(CanvasKit.Vector.mulScalar(f, -1), m, 4, 2, 0);
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stride(eyeVec, m, 4, 3, 0);
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var m2 = CanvasKit.M44.invert(m);
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if (m2 === null) {
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return CanvasKit.M44.identity();
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}
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return m2;
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};
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// Create a 4x4 matrix representing a perspective. All arguments are scalars.
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// angle is in radians.
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CanvasKit.M44.perspective = function(near, far, angle) {
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if (IsDebug && (far <= near)) {
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throw 'far must be greater than near when constructing M44 using perspective.';
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}
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var dInv = 1 / (far - near);
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var halfAngle = angle / 2;
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var cot = Math.cos(halfAngle) / Math.sin(halfAngle);
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return [
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cot, 0, 0, 0,
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0, cot, 0, 0,
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0, 0, (far+near)*dInv, 2*far*near*dInv,
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0, 0, -1, 1,
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];
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};
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// Returns the number at the given row and column in matrix m.
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CanvasKit.M44.rc = function(m, r, c) {
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return m[r*4+c];
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};
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// Accepts any number of 4x4 matrix arguments, multiplies them left to right.
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CanvasKit.M44.multiply = function() {
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return multiplyMany(4, arguments);
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};
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// Invert the 4x4 matrix if it is invertible and return it. if not, return null.
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// taken from SkM44.cpp (altered to use row-major order)
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// m is not altered.
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CanvasKit.M44.invert = function(m) {
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if (IsDebug && !m.every(isnumber)) {
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throw 'some members of matrix are NaN m='+m;
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}
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var a00 = m[0];
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var a01 = m[4];
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var a02 = m[8];
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var a03 = m[12];
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var a10 = m[1];
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var a11 = m[5];
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var a12 = m[9];
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var a13 = m[13];
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var a20 = m[2];
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var a21 = m[6];
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var a22 = m[10];
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var a23 = m[14];
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var a30 = m[3];
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var a31 = m[7];
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var a32 = m[11];
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var a33 = m[15];
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var b00 = a00 * a11 - a01 * a10;
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var b01 = a00 * a12 - a02 * a10;
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var b02 = a00 * a13 - a03 * a10;
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var b03 = a01 * a12 - a02 * a11;
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var b04 = a01 * a13 - a03 * a11;
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var b05 = a02 * a13 - a03 * a12;
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var b06 = a20 * a31 - a21 * a30;
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var b07 = a20 * a32 - a22 * a30;
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var b08 = a20 * a33 - a23 * a30;
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var b09 = a21 * a32 - a22 * a31;
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var b10 = a21 * a33 - a23 * a31;
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var b11 = a22 * a33 - a23 * a32;
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// calculate determinate
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var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
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var invdet = 1.0 / det;
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// bail out if the matrix is not invertible
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if (det === 0 || invdet === Infinity) {
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Debug('Warning, uninvertible matrix');
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return null;
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}
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b00 *= invdet;
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b01 *= invdet;
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b02 *= invdet;
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b03 *= invdet;
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b04 *= invdet;
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b05 *= invdet;
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b06 *= invdet;
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b07 *= invdet;
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b08 *= invdet;
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b09 *= invdet;
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b10 *= invdet;
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b11 *= invdet;
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// store result in row major order
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var tmp = [
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a11 * b11 - a12 * b10 + a13 * b09,
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a12 * b08 - a10 * b11 - a13 * b07,
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a10 * b10 - a11 * b08 + a13 * b06,
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a11 * b07 - a10 * b09 - a12 * b06,
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a02 * b10 - a01 * b11 - a03 * b09,
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a00 * b11 - a02 * b08 + a03 * b07,
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a01 * b08 - a00 * b10 - a03 * b06,
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a00 * b09 - a01 * b07 + a02 * b06,
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a31 * b05 - a32 * b04 + a33 * b03,
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a32 * b02 - a30 * b05 - a33 * b01,
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a30 * b04 - a31 * b02 + a33 * b00,
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a31 * b01 - a30 * b03 - a32 * b00,
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a22 * b04 - a21 * b05 - a23 * b03,
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a20 * b05 - a22 * b02 + a23 * b01,
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a21 * b02 - a20 * b04 - a23 * b00,
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a20 * b03 - a21 * b01 + a22 * b00,
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];
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if (!tmp.every(function(val) { return !isNaN(val) && val !== Infinity && val !== -Infinity; })) {
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Debug('inverted matrix contains infinities or NaN '+tmp);
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return null;
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}
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return tmp;
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};
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CanvasKit.M44.transpose = function(m) {
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return [
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m[0], m[4], m[8], m[12],
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m[1], m[5], m[9], m[13],
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m[2], m[6], m[10], m[14],
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m[3], m[7], m[11], m[15],
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];
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};
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// Return the inverse of an SkM44. throw an error if it's not invertible
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CanvasKit.M44.mustInvert = function(m) {
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var m2 = CanvasKit.M44.invert(m);
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if (m2 === null) {
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throw 'Matrix not invertible';
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}
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return m2;
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};
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// returns a matrix that sets up a 3D perspective view from a given camera.
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//
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// area - a rect describing the viewport. (0, 0, canvas_width, canvas_height) suggested
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// zscale - a scalar describing the scale of the z axis. min(width, height)/2 suggested
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// cam - an object with the following attributes
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// const cam = {
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// 'eye' : [0, 0, 1 / Math.tan(Math.PI / 24) - 1], // a 3D point locating the camera
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// 'coa' : [0, 0, 0], // center of attention - the 3D point the camera is looking at.
|
|
// 'up' : [0, 1, 0], // a unit vector pointing in the camera's up direction, because eye and
|
|
// // coa alone leave roll unspecified.
|
|
// 'near' : 0.02, // near clipping plane
|
|
// 'far' : 4, // far clipping plane
|
|
// 'angle': Math.PI / 12, // field of view in radians
|
|
// };
|
|
CanvasKit.M44.setupCamera = function(area, zscale, cam) {
|
|
var camera = CanvasKit.M44.lookat(cam['eye'], cam['coa'], cam['up']);
|
|
var perspective = CanvasKit.M44.perspective(cam['near'], cam['far'], cam['angle']);
|
|
var center = [(area[0] + area[2])/2, (area[1] + area[3])/2, 0];
|
|
var viewScale = [(area[2] - area[0])/2, (area[3] - area[1])/2, zscale];
|
|
var viewport = CanvasKit.M44.multiply(
|
|
CanvasKit.M44.translated(center),
|
|
CanvasKit.M44.scaled(viewScale));
|
|
return CanvasKit.M44.multiply(
|
|
viewport, perspective, camera, CanvasKit.M44.mustInvert(viewport));
|
|
};
|
|
|
|
// An ColorMatrix is a 4x4 color matrix that transforms the 4 color channels
|
|
// with a 1x4 matrix that post-translates those 4 channels.
|
|
// For example, the following is the layout with the scale (S) and post-transform
|
|
// (PT) items indicated.
|
|
// RS, 0, 0, 0 | RPT
|
|
// 0, GS, 0, 0 | GPT
|
|
// 0, 0, BS, 0 | BPT
|
|
// 0, 0, 0, AS | APT
|
|
//
|
|
// Much of this was hand-transcribed from SkColorMatrix.cpp, because it's easier to
|
|
// deal with a Float32Array of length 20 than to try to expose the SkColorMatrix object.
|
|
|
|
var rScale = 0;
|
|
var gScale = 6;
|
|
var bScale = 12;
|
|
var aScale = 18;
|
|
|
|
var rPostTrans = 4;
|
|
var gPostTrans = 9;
|
|
var bPostTrans = 14;
|
|
var aPostTrans = 19;
|
|
|
|
CanvasKit.ColorMatrix = {};
|
|
CanvasKit.ColorMatrix.identity = function() {
|
|
var m = new Float32Array(20);
|
|
m[rScale] = 1;
|
|
m[gScale] = 1;
|
|
m[bScale] = 1;
|
|
m[aScale] = 1;
|
|
return m;
|
|
};
|
|
|
|
CanvasKit.ColorMatrix.scaled = function(rs, gs, bs, as) {
|
|
var m = new Float32Array(20);
|
|
m[rScale] = rs;
|
|
m[gScale] = gs;
|
|
m[bScale] = bs;
|
|
m[aScale] = as;
|
|
return m;
|
|
};
|
|
|
|
var rotateIndices = [
|
|
[6, 7, 11, 12],
|
|
[0, 10, 2, 12],
|
|
[0, 1, 5, 6],
|
|
];
|
|
// axis should be 0, 1, 2 for r, g, b
|
|
CanvasKit.ColorMatrix.rotated = function(axis, sine, cosine) {
|
|
var m = CanvasKit.ColorMatrix.identity();
|
|
var indices = rotateIndices[axis];
|
|
m[indices[0]] = cosine;
|
|
m[indices[1]] = sine;
|
|
m[indices[2]] = -sine;
|
|
m[indices[3]] = cosine;
|
|
return m;
|
|
};
|
|
|
|
// m is a ColorMatrix (i.e. a Float32Array), and this sets the 4 "special"
|
|
// params that will translate the colors after they are multiplied by the 4x4 matrix.
|
|
CanvasKit.ColorMatrix.postTranslate = function(m, dr, dg, db, da) {
|
|
m[rPostTrans] += dr;
|
|
m[gPostTrans] += dg;
|
|
m[bPostTrans] += db;
|
|
m[aPostTrans] += da;
|
|
return m;
|
|
};
|
|
|
|
// concat returns a new ColorMatrix that is the result of multiplying outer*inner
|
|
CanvasKit.ColorMatrix.concat = function(outer, inner) {
|
|
var m = new Float32Array(20);
|
|
var index = 0;
|
|
for (var j = 0; j < 20; j += 5) {
|
|
for (var i = 0; i < 4; i++) {
|
|
m[index++] = outer[j + 0] * inner[i + 0] +
|
|
outer[j + 1] * inner[i + 5] +
|
|
outer[j + 2] * inner[i + 10] +
|
|
outer[j + 3] * inner[i + 15];
|
|
}
|
|
m[index++] = outer[j + 0] * inner[4] +
|
|
outer[j + 1] * inner[9] +
|
|
outer[j + 2] * inner[14] +
|
|
outer[j + 3] * inner[19] +
|
|
outer[j + 4];
|
|
}
|
|
|
|
return m;
|
|
}; |